- Home
- /
- Categories
- /
- Game Dev
Game Dev
Game development and game engine tools
r3f-setup
by verekia
Set up a React Three Fiber project with WebGPU support.
zustand-entities
by verekia
Use Zustand as a simple state store for entity management (not a true ECS).
verekia-setup
by verekia
Verekia's preferred project setup with Next.js Pages Router, Tailwind 4, Prettier, and TypeScript.
health-bars
by verekia
Display health bars above characters using CSS styling.
miniplex
by verekia
Use Miniplex for minimalistic Entity Component System with TypeScript support.
pushback
by verekia
Make enemies flash white and rock back and forth when receiving damage.
low-health
by verekia
Display a pulsing red vignette overlay when the player's health is low.
multiplayer-game
by rivet-dev
"Pragmatic patterns for building multiplayer games: matchmaking, tick loops, realtime state, interest management, and validation."
koota
by verekia
Use Koota for data-oriented Entity Component System architecture with React bindings.
weapon-trail
by verekia
Create a ribbon trail effect that follows a weapon's movement.
3D Modeling
by omer-metin
c-sharp
by Mindrally
Guidelines for C# development including Blazor, Unity game development, and .NET backend best practices
unity-editor-toolkit
by Dev-GOM
Unity Editor control and automation, WebSocket-based real-time communication. 유니티에디터제어및자동화, WebSocket기반실시간통신. Features/기능: GameObject control 게임오브젝트제어, Transform manipulation 트랜스폼조작, Component management 컴포넌트관리, Scene management 씬관리, SQLite database integration SQLite데이터베이스통합, GUID-based persistence GUID기반영구식별, Multi-scene synchronization 멀티씬동기화, Command Pattern with Undo/Redo 명령패턴실행취소재실행, Menu execution 메뉴실행, ScriptableObject management 스크립터블오브젝트관리, Array/List manipulation 배열리스트조작, All field types support 모든필드타입지원, Material/Rendering 머티리얼/렌더링, Prefab system 프리팹시스템, Asset Database 애셋데이터베이스, Animation 애니메이션, Physics 물리, Console logging 콘솔로깅, EditorPrefs management 에디터프리퍼런스관리, Editor automation 에디터자동화, Build pipeline 빌드파이프라인, Lighting 라이팅, Camera 카메라, Audio 오디오, Navigation 네비게이션, Particles 파티클, Timeline 타임라인, UI Toolkit, Profiler 프로파일러, Test Runner 테스트러너. Protocol 프로토콜: JSON-RPC 2.0 over WebSocket (port 9500-9600). 500+ commands 명령어, 25 categories 카테고리. Real-time bidirectional communication 실시간양방향통신. Security 보안: Defense-in-depth 심층방어 (path traversal protection 경로순회방지, command injection defense 명령어인젝션방어, JSON injection prevention JSON인젝션방지, SQL injection prevention SQL인젝션방지, transaction safety 트랜잭션안전성). Localhost-only connections 로컬호스트전용. Cross-platform 크로스플랫폼 (Windows, macOS, Linux).
auto-release-manager
by Dev-GOM
Automate version updates and releases for any project type (Node.js, Python, Rust, Unity, Unreal, etc.). Detect project type, update version files, generate CHANGELOG, and handle git operations with cross-platform support.
swiftui-animation
by jamesrochabrun
This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and macOS.
r3f-physics
by EnzeD
React Three Fiber physics with Rapier - RigidBody, colliders, forces, joints, sensors. Use when adding physics simulation, collision detection, character controllers, or creating interactive physics-based experiences.
r3f-materials
by EnzeD
React Three Fiber materials - PBR materials, Drei materials, shader materials, material properties. Use when styling meshes, creating custom materials, working with textures, or implementing visual effects.
ralph-gpu
by vercel-labs
Minimal WebGPU shader library for creative coding and real-time graphics. Provides fullscreen passes, particles, compute shaders, render targets, and ping-pong buffers with automatic uniform bindings and global time/resolution tracking.
shadergraph-editor
by tomkrikorian
Create and edit ShaderGraph and RealityKit material networks in .usda files. Use when manually editing USD ASCII files to build, modify, or troubleshoot materials, shader nodes, and connections for RealityKit.
game-asset-generation
by eachlabs
Generate game art assets using each::sense AI. Create 2D sprites, character sprite sheets, seamless textures, UI elements, icons, tilesets, loading screens, logos, and concept art for games.
synchronization-algorithms
by pluginagentmarketplace
Network synchronization, lag compensation, client prediction, and state consistency for responsive multiplayer games.
3d-graphics
by samhvw8
"3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators."
problem-solving
by samhvw8
"Systematic problem-solving techniques for stuck-ness. Techniques: simplification cascade (complexity spirals), collision-zone thinking (innovation blocks), meta-pattern recognition (recurring issues), inversion exercise (assumption constraints), scale game (uncertainty). Actions: simplify, analyze, recognize patterns, invert assumptions, scale thinking. Keywords: problem solving, complexity spiral, innovation block, stuck, simplification, meta-pattern, assumption inversion, scale uncertainty, breakthrough thinking, root cause, systematic analysis, Microsoft Amplifier, debugging approach, creative solution. Use when: complexity spiraling, hitting innovation blocks, seeing recurring patterns, constrained by assumptions, uncertain about scale, generally stuck on problems."
shadertoy
by bfollington
This skill should be used when working with Shadertoy shaders, GLSL fragment shaders, or creating procedural graphics for the web. Use when writing .glsl files, implementing visual effects, creating generative art, or working with WebGL shader code. This skill provides GLSL ES syntax reference, common shader patterns, and Shadertoy-specific conventions.